Other SBG Battles

Maggot's Farm


This LotR scenario is from the Scouring of the Shire supplement. It's one of the smallest published by GW: five Ruffians try to reach Hobbiton across Farmer Maggot's land, while Maggot and his three dogs try to stop them. So only nine figures total, and only 1 Might point (Maggot's) between them.

The farmer himself begins the game off board, and until alerted the dogs are moved by the Priority player a number of inches equal to his/her Priority roll. So it's possible for the Ruffians to exit peaceably if Evil wins Priority early and often. This isn't just a theoretical concern, as it occurred the first time I tried to play this. So this Battle Report actually documents my second playthrough

If the dogs do wake up, it's a situation not entirely devoid of interest. The stat lines for the dogs and the Ruffians are practically identical, so things are even up there. And though the dogs are outnumbered, they're faster (8" move vs 6") and by scenario special rule they cause Terror. Also when they wake up there's a 1/3 chance each turn thereafter that Maggot will enter, bringing his two-handed scythe with him.

Besides numbers, the Ruffians' advantages include archery. It's a pretty slight edge, though, since there's only a single bowman and because of the scenario's weather rule he only hits on a 6.

Evil wins by exiting three Ruffians off the Hobbiton edge of the board, opposite where they enter. If two or less make it, Good wins. No tie is possible.

(Click on any image to see an enlargement.)


Setup & Turn 1

Setup + Turn 1

Setup + Turn 1 Closeup

Only the dogs begin on board, within 6" of the scarecrow. Good spreads them out to maximize coverage -- he needs a dog within 6" of a Ruffian to end the patrol rules and get Maggot on the board.

Good begins with Priority, but it's pretty much meaningless here since only the Ruffians move on Turn 1, entering from the bottom edge. They decide to stick together near a board edge to lessen the likelihood of being caught.



Turn 2

Turn 2

Evil Priority, 6-5. This is the dream Priority roll for Evil, since he gets to move the dogs 6". Needless to say they hear some distraction in the other direction and over the fence. Meanwhile, the Ruffians continue their dash for Hobbiton.



Turn 3

Turn 3

Good Priority, 1-1. Which is the worst possible roll to undo the effects of Evil's dog control last turn. Still, every little bit helps. The Ruffians continue their sprint. The bowman could shoot, but the dogs are far enough away and the chances of a kill are so small that he elects to make a full move rather than risk alerting them this turn.



Turn 4

Turn 4

Good Priority, 5-3. Good gets the dogs about to their starting positions. With the Ruffians so far advanced now, it's likely that they'll activate the dogs next turn anyway, so while his mates continue their sprint, the bowman hangs back a bit and takes his shot on Fang. He fails to hit, so the Good side is now alerted.



Turn 5

Turn 5

Evil Priority. One Ruffian charges Fang while the others scramble to the fence. Things start off poorly for Good, as his roll for Maggot's entry fails, Grip is too far away to enter combat, and Wolf fails his Jump test and can't leave the cabbage patch. But the combat phase finally sees things turn around as Fang takes out his Ruffian foe.



Turn 6

Turn 6

Good Priority. Maggot arrives and begins his slow (4"/turn) march into battle. Perhaps spurred by the arrival of his master and/or his poor acrobatic performance last turn, Wolf rolls 6 on his Jump test and rockets into combat with a Ruffian. Fang charges also, while Grip moves to a blocking position.

Grip's move pays off as the Ruffians can't move without engaging him, and they all fail their Courage tests and stand still.

Wolf's combat is inconclusive, but Fang's luck runs out and he is killed by his Ruffian opponent. (The photographer spared you the gore, as Fang is just out of the picture.)



Turn 7

Turn 7

Evil Priority. The dogs are blocking three Ruffians, and unfortunately for Evil only one passes his Courage test. The lone brave lad charges Grip. At the other end of the fence, the bowman climbs over.

Wolf moves to meet up with Farmer Maggot as a reserve.

Grip defeats his Ruffian, but his strike does not kill.



Turn 8

Turn 8

Good Priority. Maggot's still too far away to attack, so if the two dogs engage the Ruffians they have a decent chance of ending up outnumbered during Evil reaction to the move. So the dogs move to Maggot's side and bide their time.

The Ruffians advance, the bowman holding back to take another potshot. He just misses, needing a 6,5 and rolling a 6,4. Too bad warriors have no might!



Turn 9

Turn 9

Good Priority. Maggot's finally in Charge range and does so, with Grip along to help. Wolf moves to blocking position. The Ruffians again fail their Courage tests; mitigating this bad luck somewhat is that engaged Ruffian wins his combat ... but his strike does no damage.



Turn 10

Turn 10

Evil Priority. The Ruffians are getting close to the board edge and decide to run for it. Grip moves to block the head of the Ruffian conga line while Maggot and Wolf try to pick off an enemy together.

Combat sees things go Evil's way, as Grip is killed by his opponent and while Maggot and Wolf win their combat, their strikes do no damage (despite Maggot's +1 for a two-handed weapon and possible Might point expenditure).



Turn 11

Turn 11

Evil Priority. The Ruffians run. The bowman makes it off the edge, while the remaining three fan out (one jumping the fence) in hopes of escape.

Desperate to kill more opponents, Maggot and Wolf charge separate opponents this turn. The combat results are split with each side winning one, but neither side manages to inflict any wounds.



Turn 12

Turn 12

Good Priority. Maggot and Wolf charge, while the unengaged Ruffian runs for the edge.

Evil wins both combats, but again no wounds are inflicted.



Turn 13

Turn 13

Evil Priority. Another Ruffian makes it off board. One more to go for an Evil win! The others double back and get as far along as they can.

Maggot and Wolf charge a single enemy, hoping for an apparently hard to get kill. (I say "apparently" because you sure can't tell from this replay that strikes kill on a 4+.) The combat roll is a tie. Maggot could allow the roll-off, or automatically win by using his Might point. He thinks ... and thinks ... should he save the Might for a Heroic move if needed next turn? ... but finally decides to spend it. The strike rolls come through and another Ruffian falls.

The game is now riding on the fate of the last Ruffian.



Turn 14

Turn 14

Good Priority, but since the roll was tied it was only by virtue of Evil having Priority last turn. Maggot and Wolf charge. Good wins the Combat, and Maggot again fails to wound. But Wolf comes through and the game ends in a narrow victory for Good.



Post-game Thoughts

A fun scenario, very manageable. As with all the smaller scenarios, I think luck plays a larger role than skill. Still, I'd happily play this one again. It wents quickly enough that I got in two playings in an evening despite all the extra time it takes for taking notes and pictures.

Though it's probably worth coming up with a house rule to prevent the Ruffians from just waltzing off the board as in my first playthrough.